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McGlazd

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Posts posted by McGlazd


  1. DnA sayed that there are issues with the com-menue in MP and that this will be fixed with the next patch. I realy hope so :) Maby we should wait till then. If there is a code problem with it, we can test as much as we want and wount get real results. Think this patch should be released at 19th June!?!?!? Dount want to give bad informations in the early morning, so im not shure.

    Where ist the editingguid :rolleyes: ...

    So a question abaout your script. You have created the SOM with:

    _socom = "SecOpManager" createVehicle (position player);

    But this is still local namespace. isnt it? the "_" means you creat a local variable. this is only held by the system as long the script is being executed. Maby im wrong. But i think you have to creat it in global namespace... !? so without "_" Like the variable "player" is a global variable.

    The "_" is only a convention. It doesn't force this variable to be local. Actually, in this script _socom is the name of the created object. Not the object itself.

    Thank you for your remarks in your second post. I was blocked to the same point. I don't feel alone anymore ;)


  2. @ENONIC

    I have tried to localy create a SOM linked to the player (here). It somehow works, I can get the support option in communication. But even by setting available supports from this SOM I have no option like artillery barrage or airstrike. You just need to make sure to call for the SOM addons. You can either add the module in the editor or keep "ca_missions_secops" in the class mission.sqm.


  3. Hello,

    I am not even sure if this is possible. But since modules are Logic class, they must have the same behaviour. I'm trying to find a solution to use SOM in multiplayer missions. To make the module local, I create it from a trigger activated by radio.

    And it doesn't work, that's why I'm asking for help! :yay:

    
    // creating SOM
    _socom = "SecOpManager" createVehicle (position player);
    _socom synchronizeObjectsAdd [player];
    
    hint "Init starting...";
    
    // Wait until SOM is initialized
    waitUntil { not isNil { _socom getVariable "initDone"} };
    waitUntil { _socom getVariable "initDone" };
    
    // activate arty
    [["artillery_barrage"], player, [[ARTY, [1,2,3,4,5,6,7,8,9]]]] call BIS_SOM_addSupportRequestFunc;
    
    hint "Arty initialized";
    
    

    I do get the message "Arty initialized", which means the SOM has been actually created. I believe. But for some reason it doesn't work. Maybe because of the synchro things, I don't know... :confused:

    Thank you !


  4. That's what I noticed. There is a field about language in video settings. But I cannot switch to another language from the one of the key.

    I installed European ArmA on my son's computer with my first key, the German one. And impossible to benefit these two keys both on French installation.


  5. I have bought ArmA twice, in German by downloading and more recently in French in my favorite videogame shop.

    My problem is if I use my German key with my 505 games DVD I will get the game in German with no possibility to change the language in video options. I checked my arma.cfg file and it shows language="French";

    Is there a way to make language switching effective on 1.04 version ?

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